Next release will have a FNT editor (unencrypted fonts only). Currently opening and saving are done, and here is an example font8.fnt export:[spoiler][/spoiler]

Edit: Ok here is what PyFNT looks like currently. For now the plan is to only let you preview characters, and export to/import from bmp's to edit the font. Later there may be the possibility of have basic MSPaint like editing features, but they would be very basic so I dont really see the point. Anyway here you go:

There is a typo in the last flag in PyDAT->Units->Advanced editor. Says "Uknown" instead of "Unknown". Great to see this project going so well, have you considered moving to a more native-looking widget toolkit, like for example wxPython or something?

Oops there were a couple of those :S Thanks for the support!No there are no plans to change it, I don't really know how to use the other toolkits, and it will probably be a shitload of work changing to another one.

The bwscript.bin scripts are displayed in the main windows list along with the other scripts, its just has "BW" in the second column. You edit them like any other script, the difference is the header uses the bwscript keyword instead of aiscript, so instead of:

Also just so you know, it is not possible to externally jump from aiscript to bwscript or vise-versa, so you'll probably have to put one of P/Z/TMCx and all related scripts in bwscript.bin, then the rest in aiscript.bin. The problem is I don't even know if starcraft allows you to put those scripts in bwscript.bin, but im guessing it will be fine.